Multi-player sports board game featuring dice, strategy cards, and skill/weight based team simulations

ABSTRACT

The game simulation system and method of the present invention can be implemented in different ways, such as in a physical game board configuration or a digitized configuration via mobile device, computer, and the like. It can be played for one-versus-one game play or it can be played as a digital game, such as via an electronic device, such as a mobile device, mobile phone, personal computer, tablet, and the like. The present invention provides the needed balance capturing the real sport in a 15-20 minute playing experience through the use of three triangular and connected game play elements, namely, 1) random dice play, 2) strategy card play, and 3) team tiles that provide unique abilities for a given team. This “trinity” is unique in voice, game mechanic, and functionality of the user experience, which is not found in currently known game simulations.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is related to, and claimed benefit from, U.S. Provisional Application No. 63/341,470, filed May 13, 2022, entitled “MULTI-PLAYER SPORTS BOARD GAME FEATURING DICE, STRATEGY CARDS, AND SKILL/WEIGHT BASED TEAM SIMULATIONS” and U.S. Provisional Application No. 63/377,212, filed Sep. 27, 2022, entitled “MULTI-PLAYER SPORTS BOARD GAME FEATURING DICE, STRATEGY CARDS, AND SKILL/WEIGHT BASED TEAM SIMULATIONS”, both of which of the foregoing are incorporated by reference in entirety herein.

BACKGROUND OF THE INVENTION

The present invention relates generally to games. More specifically, the present invention relates to a sports simulation game that provides gameplay that has a similar pace, feel, strategy and excitement as the real sport without physically playing the actual game.

There are a variety of simulated sports games, such as football, baseball games and others in the market today. Computer software simulations, video game consoles, and handheld games appeal to a segment of the population. Other individuals prefer board games and digital versions thereof. For example, there are board games in which individuals compete against each other and in tournaments and marquee events throughout the country.

One genre of sport board games and digital versions thereof may rely on traditional player cards with easy-to-learn rules and simple game mechanics. Such games tend to sacrifice some realism and accuracy for playability and simplicity. In a different approach, some sport simulation games are known for a high degree of accuracy, especially the area of player statistics. For example, a simulated football game with a high degree of accuracy may provide player statistics for individual players based on that player's known abilities and record, such a passing percentage, and the like. However, these types of games tend to have cumbersome rules and game mechanics and games can last for a very long time. Games of this nature sacrifices playability and simplicity for realism and accuracy.

Both these approaches to sports simulation games involve tradeoffs. One sacrifices realism and accuracy for simplicity and playability, while the other approach sacrifices simplicity and playability for realism and accuracy.

Therefore, the transition between “real sport” and “sports board game replication or simulation” has had its fair share of game mechanic disconnects. For example, traditional America sports, such as football and baseball board games, tend to be “over complicated” with analytics for the purposes of trying to overly capture realism. To the contrary, sports board games also tend to “minimize and oversimplify” recognizable broad strokes of the real sport for the sake of ease of use. The problem with both scenarios is either the hoard game versions of sports are either “too dense and mathematically sophisticated” which slows and drains the experience. Or, the board games is “too sports light” and doesn't capture the true essence of the romance of the sport itself.

Therefore, there is a need for a sports simulation game that strikes a balance between the two with relative simplicity and playability, but also provides the necessary realism and accuracy for game simulation purposes. The present invention provides this and other advantages, as will be described in detail below.

SUMMARY OF THE INVENTION

The sports game simulation of the present invention provides gameplay that has a similar pace, feel, strategy and excitement as the real sport without physically playing the actual game.

It should first be noted and understood that the game of the present invention is a game platform and methodology that is not limited to a given sport. The inventive features of the game simulation system and method of the present invention can be applied to virtually any sport, whether professional or non-professional, such as football, hockey, basketball, baseball, mixed martial arts, soccer, and the like.

For ease of illustration of the present invention, the sport of football will be described in detail below as an example of an implementation of the system and method of the present invention. As will be understood, the features and methods of the present invention are easily applied to other sports.

The game simulation system and method of the present invention can be implemented in different ways, such as in a physical game board configuration or a digitized configuration via mobile device, computer, and the like. Regardless of the implementation, the game of the present invention is played for peer-to-peer purposes either for home play (via a board game) or digital/digitized play for casual, play to earn, and/or gambling purposes. The game system and method of the present invention can be played in many different configurations. For example, it can be played for one-versus-one game play or it can be played as a digital game, such as via an electronic device, such as a mobile device, mobile phone, personal computer, tablet, and the like. As far as the industry, the game system and method of the present invention has, at least, applicability in the three primary landscapes of 1) board game retail, 2) casual play on electronic technology devices, and 3) the gaming/gambling industry where users can play head-to-head or multiplayer for money or tournament cash and prizes.

The present invention addresses various known problems in the sports board game and sports simulation industries. The game system and method of the present invention captures the middle ground of simulation sports games that are too simple and those that are too complex and difficult to play. The present invention provides the needed balance capturing the real sport in a 15-20 minute playing experience through the use of three triangular and connected game play elements, namely, 1) random dice play, 2) strategy card play, and 3) team tiles that provide unique abilities for a given team. This “trinity” is unique in voice, game mechanic, and functionality of the user experience, which is not found in currently known game simulations.

More specifically, the game system and method of the present invention is rooted out of the random nature of dice play. Since dice have “no memory,” the rolling of team dice, preferably two in number, keep the outcomes random enough to keep the unpredictability alive which mimics the human element of real sport. Two, the strategy of card play, which is only random by the nature of how the cards are drawn from a deck present the “responsibility of when to play” to elicit a favorable outcome. The strategy cards of the present invention complemented with dice play balances the sports board game (and digital version thereof) by merging the real sport with the gaining sport. Such dice and card play is a perfect duet of randomness and strategy. Still further, the present invention uniquely provides a third game play element by providing team tiles (“game pieces”) which are “weighted” and “armed” with Special Teams, Special Skills, and mathematical strengths which complement the strategy cards. Such special skills can be defined as “super powers” for every team, fighter, or entity which makes every team (or player) unique.

For example, in an implementation of the present invention for professional football, 36 football teams may be used. The number of combinations of game play match-ups is 3.72*10A41 or 372 duodecillion. Combine this math with 36 teams, 90 strategy cards, and the random nature of two or three dice probabilities, the professional football implementation (and all sports implementation of the present invention) becomes mathematically and mechanically unique to the realism of the given sport while at the same time capturing its true essence while distilling it down to a shortened and authentic experience for exciting game play.

In view of the foregoing, an object of the present invention is to provide a new sports avenue of gambling peer-to-peer or group competition without the “fate of the game” or “fate of the wager” to be in the hands of a team or individual who has no knowledge of the sports outcome. Meaning, in real sports, third-party gamblers who “sports bet” will speculate the outcome based on a win, point spread, or situational proposition wager scenario. In accordance with the game system and method of the present invention, two or more people will be playing a board game (or digitized board game version thereof and either casually or for gambling purposes) to provide an end result in the function of a win, point spread (cover), or proposition bet.

A further object of the present invention is to provide “first and second” party betting with third party wagering allowed to “passive bettors” based on the board game outcome instead of third-party gambling on a real sport.

Another object of the present invention is to provide improved game play over prior sports simulation games by providing many strategy cards. For example, 90 cards may be provided, which include offensive and defensive strategy cards, as well as more strategic game pieces or team tiles which reflect more sophisticated special team strengths, signature abilities, or game grids which provide each team or player a “unique super power” and “identity.”

Yet another object of the present invention is to provide unique and interesting game play that can be implemented in many different sports using the same methodology of the present invention.

Other objects, features and advantages of the invention shall become apparent as the description thereof proceeds when considered in connection with the accompanying illustrative drawings.

BRIEF DESCRIPTION OF THE DRAWING FIGURES

The novel features that are characteristic of the present invention are set forth in the appended claims. However, the invention's preferred embodiments, together with further objects and attendant advantages, will be best understood by reference to the following detailed description taken in connection with the accompanying Figures:

FIG. 1 is a top view of the present invention implemented in the sport of football, such as professional football, showing the gameplay components of game board, pair of dice for each team, strategy cards, ball position marker and blank scoresheet;

FIG. 2 is a top view of the game board used in the football embodiment of the present invention without gameplay components to show details of the game board;

FIG. 3 shows a blank scoresheet used for keeping score in the football embodiment of the present invention;

FIG. 4 is the scoresheet shown in FIG. 3 as completed after gameplay is finished;

FIG. 5 is the common non-content face of the strategy cards;

FIGS. 6A through 6OO show a number of different strategy cards and their content in connection with the example football embodiment of the present invention; and

FIGS. 7A through 7JJ show a number of different team tiles and their content in connection with the example football embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

The new and unique game simulation system 10 and method of the present invention is discussed in detail below in connection with the game of football, as an example embodiment of the present invention. The same game play principles of the present invention are applied to different sports. While a detailed discussion of the present invention in connection with professional football, it is not intended herein to limit the present invention to such sport. Moreover, as will be discussed in detail below, the physical game board 12 with dice 14, 16, 18 and physical cards 20 is an example implementation of the present invention where it should be understood that the present invention 10 may be completely implemented digitally for local or networked digital game play, such as via the Internet. The common side of cards 20 is shown as 23 in FIG. 5 .

First, the method, system and features of the present invention 10 can be implemented in any sport. For example, the pro sports platform of that can be implemented in any sport may be provided by applicant as “Uberzuiker” Pro Sports board game titles which may include Uberzuiker Pro Football, Uberzuiker World Cup Soccer, Uberzuiker Legendary Baseball, Uberzuiker MMA (Mixed Martial Arts), Uberzuiker Pro Basketball, and Uberzuiker Pro Hockey. By way of background, the games may be provided and the invention carried out in digital form such as via mobile/computer/broadcast to provide a “betting board games” company. More specifically, the Uberzuiker Pro Sports will be “peer-to-peer” and/or “multi-player” digitized games where sports betting enthusiasts may place a bet on a sports match-up based on a point spread, money line, or proposition (in-game) bet. Thus, while the physical board game may be implanted for personal type game play, the digitization of the game platform of the present invention makes it well suited for online/Internet game play with such betting game elements.

As to gameplay of the game platform of the present invention, which is common in all sports, various principles which make up the game mechanic of the “Uberzuiker voice” and theme in the game play. First, all sports teams (game pieces) have a “Special Skill.” Therefore, the modified game tile pieces in FIGS. 7A through 7JJ is to give the teams personalities and strengths which make the match-ups emulate real team game play. For example, the pro football embodiment of the present invention is a league of 36 teams. The fictitious football team of the Jacksonville Swashbucklers have a “Special Skill” that where no 20-yard runs are allowed against Jacksonville. In other words, if an opponent rolls a 20-yard run with two dice 14 or 16, it is ruled “No Gain” and “Loss of Down.” This, essentially, is the Jacksonville Jaguars “superpower”. Another example is the Washington Politrix. Their “Special Skill” is that “opponent cannot possess more than three cards of strategy cards 20 at any time.” In other words, the opponent who starts the game with five cards of strategy cards 20 and draws an extra card, herein after referred individually as 21, during key points of the game has to limited to only holding three. This rule hampers the opponent to play cards 21 to their advantage against Washington. In conclusion, the Jacksonville Swashbucklers versus the Washington Politrix results in a gritty style match-up of two defensive teams based on their collective “Special Skills” as in the team tile cards of FIGS. 7A through 7JJ. Example gameplay discussed below provides further illustration of a team's “Special Skills”.

Second, all pro sports that use the game platform 10 of the present invention (except MMA, which is not a team sport) use two 16 millimeter cornered dice 14, 16 which match the color of the team's (game piece). For the example, the Washington Politrix are a very patriotic team which feature all four impeached Presidents. The team dice 14 or 16 is a blue dice with white pips and red dice with white pips (a red, white, and blue theme) to enhance enjoyment and interest in a given team during gameplay. On the other hand, the MMA embodiment of the present invention use three dice (not shown) per fighter based on game play.

Third, the sports platform 10 of the present invention (again, except the MMA embodiment of the present invention) have a “peer-to-peer” board where two players play one on one against each other. On the board, a die cut recess void area 22 is provided to allow the players to insert/install their team's game piece, referred singularly as 24 (“team tile” of one of the tiles seen in FIGS. 7A through 7JJ) like a puzzle piece. For example, in football, the team tile 24 is installed an end zone area of the game board 12. In baseball, the team tile 24 is installed in a pitcher's mound area. In hockey, the team tile 24 is installed in a crease area on opposing sides of the rink. In soccer, the team tile 24 is installed in an eighteen area (near goal). In basketball, the team tile 24 is installed in a key (near free throw line) on each respective side of the court. In MMA, a fighter piece is installed in different regions on the ring. Thus, a given opponents team tile 24 is installed to indicate to the opponent who they are playing where with the given team's “special skill” clearly displayed.

Fourth, the sports game platform 10 of the present invention (again, except Uberzuiker MMA) has a 30 millimeter execution die 18 which acts as a scoring mechanism to coincide with the two 16 millimeter team dice. In football, the team dice 14, 16 in a pass or for pass defense act a wide receivers and defenders. To pass, the player rolls a 30 millimeter dice 18 as if “tossing” a football for a forward pass, conceptually. If the 30 mm die 18 is “thrown” to an offensive dice, it is a catch and a first down. If the 30 mm die 18 is “thrown” to a defender, it is an interception. In baseball, the 30 mm dice 18 is how you pitch. To bat, the opponent uses the team dice to “hit” it. In hockey, the team dice 14, 16 act as the feet of the goalie and the 30 mm die 18 is used to “shoot” on goal, conceptually. In soccer, the team tries to score by rolling a three dice combination (30 mm die 18 and two 16 mm dice 14, 16). In basketball, the team also tries to roll a three dice combination to score and receive one or two cards. In the MMA embodiment of the present invention, it's three dice versus three dice to establish the advantage. Once this is achieved, the fighter uses all six dice 14, 16, 18 to perform a MMA move to win the round, fight, or accrue points.

Fifth, all gaming platform 10 of the present invention employs, for example, 90 strategy cards 20 in the game play. The cards 20 are configured to represent the “strategy” feature of the game while rolling of dice represents the “random” feature of the present invention. The strategy cards 20 for all sports have similarities. For example, “Momentum Offense” draws three free cards 21. “Steal” cards allow a player to steal a card 21 from the opponent. However, the sport will dictate the type of cards 20 that can be used during the course of play and the theme of the cards 20 are sports-appropriate to add realism and interest to the gameplay. For example, in football, a player may use a “Crowd” card 21 to freeze the opponent from playing any cards 20 in this possession. In basketball, a “Hot Hand 3” card allows the player to automatically make a three-point shot without any defensive ability to stop it. In baseball, a player may use a “Home Run!” card 21 instead of rolling the pitch on the table. In hockey, a player may use a “Slap Shot!” card 21 to weaken an opponent's goalie. In soccer, a player may use “Off The Post!” card 21 to retry a failed soccer shot to give him/her an extra chance to score. In MMA, a player may use a “Burst 4” card 21 which allows four more rolls of the dice for a submission.

Sixth, each of the sports-specific embodiments of the present invention have their own customized scoresheets 26 for scorekeeping based on sport, as seen blank in FIG. 3 and completed in FIG. 4 . The score logic is very specific to the Uberzuiker “voice” of the present invention. In football, it is seven possessions per team which equate to a realistic football score. (37-51 points per game). In basketball, it is twelve possessions per quarter times four quarters equates to a realistic score. (180-220 points per game). In baseball, twenty seven at bats per team. (7-12 runs per game). In soccer, it is ninety minutes per game. Time is ticked off based on the three-dice shot using dice 14, 16, 18. For example, 145 would be 10 minutes off the clock (1-5 goals per game). In hockey, it is sixty minutes per game. Time is ticked off based on the three dice shot (3-7 goals per game). In MMA, five rounds times three punches per round. Maximum of 15 punches per fight to render a decision of TKO, submission, or knock out.

Overall, the Uberzuiker voice (and gameplay) is configured to encompass familiar game play traits across all sports so the learning curve is similar because of the common game play elements and features. In sum, as discussed above, sports gaming platform 10 of the present invention encompasses two (for example 16 mm) team dice 14, 16, a larger (such as 30 mm) execution dice 18, for example 90 strategy cards 20, and super power team tile game pieces 24 to offer strengths and personalities for each team. All sports teams (and fighters in the MMA embodiment of the present invention) are original creations to establish unique leagues for an enthusiast of the sports gaming platform 10 of the present invention. The sports gaming platform 10 of the present invention is a new, novel and unique combination of strategic game play (with cards 20) and dice play (random rolls with dice 14, 16, 18) with “weighted game pieces” to make up realistic sports outcomes based on the real sport for gameplay that cannot be found in prior art games.

For an example implementation and embodiment of the present invention, for ease of illustration, the gaming platform 10 of the present invention is shown in use with the game of football, such as professional football. It should be understood that this illustration of the invention in the context and environment of football shown herein is merely an example and that the new and novel features, method and system of the present invention may be employed in any sport.

In accordance with the sports board game platform 10 of the present invention and in the attached example details for pro football game play, Player A chooses a team. Player B chooses a different team. In terms of Pro Football, as an example, the two players have 36 teams to choose from which imbue a “superpower” built into the team. Each football team has two 6-sided colored dice, respectively 14 and 16, which represent their team colors. For example, the New York Commission (two white dice with black pips) with a team tile 24 with certain team super powers as in FIG. 1A can play against the Baltimore Blue Crabs (two light blue dice with yellow pips) and a team tile 24 of certain team super powers as in FIG. 7B.

In this example of a football embodiment of the present invention, the follow team tiles 24 and their respective “super powers are shown as further examples, as shown in FIGS. 7A through 7JJ:

AFC (Uber East)

-   -   a. New England Dynasty—“Dynasty Draw!”         -   i. Draw three cards from the deck anytime during 2nd and 4th             quarters.         -   ii. Six free cards total.     -   b. Buffalo Blitz—“Blitzed!”         -   i. Buffalo may use one free “Blitz!” per quarter on 3rd down             only.         -   ii. May play extra Blitz! Cards as needed.     -   c. New York Commission—“Fuck You, Pay Me!”         -   i. NYC may steal 1 card in 1st quarter, 2 cards in 2nd             quarter, 1 card in 3rd quarter, and 2 cards in 4th quarter.         -   ii. if opponent doesn't have enough cards to steal, NYC may             steal from the deck.     -   d. Miami Vice—“Heated Crowd!”         -   i. Opponent may NOT draw or play cards against Miami n the             1st and 3rd quarters.

AFC (Uber North)

-   -   a. Baltimore Blue Crabs—“Crabs!”         -   i. No −1 runs against Baltimore defense. No gain!         -   ii. −1 runs against San Diego is no gain, but may re-roll             for extra yardage.         -   iii. San Diego −1 re-run is also no gain.     -   b. Pittsburgh Smokes—“Smoke Show!         -   i. Pittsburgh may use one free “Coverage Sack!” once per             quarter.         -   ii. May trade in “Coverage Sack!” card for new card.     -   c. Cleveland Rock 'N Rollaz—“We Will Rock You!”         -   i. All Cleveland punts are pinned on the Goal Line if they             are punting from 50-yardline and in.         -   ii. Cleveland may also return any punt without a “Punt             Return!” card.         -   iii. May trade in “Punt Return!” card for new card.     -   d. Cincinnati Grim Reapers—“R.I.P., Bitch!”         -   i. All “10-yard” and “30-yard” passes caught are             automatically ran in for a TD! This includes “Screen Pass!”             and “Back to Pass!” cards.         -   ii. Defensive cards are NOT allowed to be played against             Cincinnati.

AFC (Uber South)

-   -   a. Houston Aliens—“#We Are Not The Same!”         -   i. No “Touchdown!” or “Field Goal!” or “Ice the Kicker!”             cards allowed against Houston.     -   b. Tennessee Atomics—“KABOOM!”         -   i. No −5 runs allowed against Tennessee defense. No gain!             Loss of down. Opponent loses 3 cards every time this occurs.         -   ii. If opponent is out of cards, Atomics may pick from the             deck.     -   c. Indianapolis 5 Benjamins—“Vroom! Vroom!”         -   i. When establishing pass receivers, Indy may pick up one or             two dice and re-roll to establish better receivers. Ex. 5             and 6. Leave 6 and re-roll 5 to establish a wider gap like 2             and 6.         -   ii. All offensive receivers stay in for the pass.     -   d. Jacksonville Swashbucklers—“Gimme Your Daughters and Your         Rum!”         -   i. No −2 runs allowed against Jacksonville defense. No gain!         -   ii. Loss of down.

AFC (Uber West)

-   -   a. Kansas City Anarchy—“I Wanna Be A Fascist Pig!”         -   i. When KC catches their first “rolled” catch, opponent must             hand over any newly drawn cards for remainder of that half.             Rule starts over in 2nd half.         -   ii. Pass interference (P.I.) does not trigger special team.     -   b. Oakland Ruckus—Pass—“Stick 'Em Hands!”         -   i. Move all EVEN dice (receivers) to the end zone for pass             attempt. If caught “inside the gap” or with odd die, it's a             1st down furthest die from the end zone.         -   ii. If Pass Interference (P.I.) card is used, use the             furthest die from end zone for the spot foul. First down!     -   c. San Diego Warships—“Just Like B4—Direct Hit!”         -   i. Re-roll for extra yardage on −1 runs once per series.         -   ii. Doubles on re-run stops run.         -   iii. 6/6 is a “live” fumble on the re-roll.     -   d. Denver Gold Diggers—“Strike It Rich!”         -   i. 40-yard FG attempts and closer are automatically good!             *“No Good!”         -   ii. “Ice the Kicker!” cards are NOT allowed against Denver.

NFC (Uber East)

-   -   a. Dallas Tycoons—“Oil Well In The Backyard!”         -   i. Any Dallas caught pass runs the yardage of the receiver             number. A caught 4 is 40-more yards.         -   ii. Doubles runs double yardage.     -   b. Philadelphia Revolution—“Crack Of The Bell!”         -   i. No −3 runs allowed against Philadelphia's defense. No             gain! Loss of down. Opponent loses 1 card every time this             occurs.         -   ii. If opponent is out of cards, Revolution may pick from             the deck.     -   c. Washington Politrix—“Pay Your Taxes!”         -   i. Opponent cannot possess more than three cards at any             time. Must discard excess cards immediately.         -   ii. Opponent may play a fourth card “in the moment” and hold             three.     -   d. New York Nightmares—“Hello?! Who's there???”         -   i. Once New York catches their first “rolled” pass, opponent             must display their cards “face up” for the remainder of the             half.         -   ii. Special team resets in 2nd half when pass is caught.

NFC (Uber North)

-   -   a. Green Bay Stinkers—“Fat Man's Candy!”         -   i. One free Pump Fake! allowed per pass attempt.         -   ii. May trade in “Pump Fake” card for new card.     -   b. Minnesota Freeze—“Extra Cold Blooded!”         -   i. Re-roll for extra yardage on −2 runs once per quarter.         -   ii. May roll “−2 all day” in 4th quarter.         -   iii. Doubles on re-run stops run.         -   iv. 6/6 is a “live” fumble on the re-roll     -   c. Chicago Mob—“Take The Cannoli . . . ”         -   i. On defensive pass coverage, Chicago has the option to             pick up one or two dice and re-roll three-times to establish             the best defenders outside the gap.     -   d. Detroit Whips—“Diggin' The Scene With A Gangsta' Lean . . . ”         -   i. Any Detroit interception runs back the yardage of the             defender number.         -   ii. Doubles on defense runs double yardage.

NFC (Uber South)

-   -   a. New Orleans Voodoo—“Lemme Prick Your Eyes Out!”         -   i. Re-roll for extra yardage on −3 runs once per quarter.         -   ii. May roll “−3 all day” in the 2nd half.         -   iii. Doubles on re-run stops run.         -   iv. 6/6 is a “live” fumble on the re-roll.     -   b. Tampa Bay Kraken “Kraken That Ass!”         -   i. No −4 runs allowed against Tampa. Bay defense. No gain!             Loss of down.         -   ii. Opponent loses 2 cards every time this occurs. If             opponent is out of cards, Kraken may pick from the deck.     -   c. Carolina Aviators—“Buzz The Tower!”         -   i. Pass—Move all ODD dice (receivers) to the end zone for             pass attempt. If caught “inside the gap” or with even die,             it's a 1st down furthest die from the end zone.         -   ii. If Pass Interference (P.I.) card is used, use the             furthest die from end zone for the spot foul. First down!     -   d. Atlanta Dirty Birds—“Droppin' More Shit Than A Pigeon!”         -   i. Offense can “Pass” or “Sneak” on doubles anywhere on the             field.         -   ii. A run “sneak” does not award first down. Ex. 4/4 is a             40-yard pass attempt or 40-yard run/sneak.

NFC (Uber West)

-   -   a. San Francisco Alcatraz—“Don't Touch The Soap!”         -   i. Opponent may not draw OR play cards against San Francisco             Alcatraz in the 4th quarter.     -   b. Seattle Trolls—“Kaw! Kawi”         -   i. Re-roll for extra yardage on −4 runs. May roll “−4 all             day” during game.         -   ii. Doubles on re-run stops run, but awards 2 cards from             deck.         -   iii. 6/6 is a “live” fumble on the re-roll.     -   c. Los Angeles Truce-“G's Up, Hoes Down!”         -   i. Re-roll for yardage on −5 runs. May roll “−5 all day”             during game.         -   ii. Doubles on re-run stops run, but awards 3 cards from             deck.         -   iii. 6/6 is a “live” fumble on the re-roll.     -   d. Arizona. Phoenixes—“Rise From The Ashes!”         -   i. Arizona receives 7 cards to start the game and 5 cards at             the     -   e. Las Vegas Neon-“Busted!”         -   i. Opponent may not play or draw cards against the Las Vegas             Neon in the 1st half.     -   f. Compton Poets—“Bodies Bein' Found On Greenleaf!”         -   i. Compton may attempt a “Big Hit!” on every completed pass             by the opponent. Roll 6, 7, or 8 to jar it loose.             Incomplete!         -   ii. Take three cards from deck on every successful jar!         -   iii. May trade in “Big Hit!” card for new card.     -   g. Boston Bruisers-“Let's Have A Knock!”         -   i. Every successful “rolled catch,” use caught die number to             draw cards from the opponent OR deck in any combination once             per half.         -   ii. Pass Interference (P.I.) cards do not reward extra             cards.     -   h. Harlem Knights—“Excalibur!”         -   i. Opponent automatically fumbles when landing on the             10-yard line on 4th down. Result is a “Touchback” at the             20-yard line.         -   ii. Opponent loses all cards. Turnover! First down Knights!

Further, in this example of the football embodiment of the present invention, below are a number of examples of some strategy cards 20, as shown in FIGS. 6A through 600 :

“Screen Pass!” (Offense). Try a 10-yard pass attempt! Play card anywhere on field. (Total 2)

“Back to Pass!” (Offense). Try 30-yard pass attempt. Play card anywhere on field. (Total 2)

“Long Bomb!” (Offense). Pass attempt in the end zone. Play card anywhere on field. (Total 2)

“Pass Interference!” (Offense). Automatic 1st down at the spot of the foul. “P.I.” in the end zone is 1st down on the Goal Line. (Total 2)

“Pump Fake!” (Offense). If incomplete, re-roll football die again! Cannot use if pass is intercepted. (Total 2)

“Wide Open!” (Offense). Take opponent's defensive team dice out for the pass. (Total 2)

“Breakaway!” (Offense). Add +20 yards at end of any running play. *Cannot be used to start “Goal Line” stances, (Total 2)

“Touchdown!” (Offense). Automatic TD! Six points. No “7” for extra point. *Defensive cards may not nullify a Touchdown card. (Total 1)

“Momentum Shift” (Anytime). Take one card from your opponent—now it's yours. (Total 2)

“Momentum Offense!” (Anytime). Draw three extra cards from the deck to gain extra momentum. (Total 2).

“Holding!” (Defense). Disallow opponent's last play. Replay down. If played opposite a P.I. card, penalties are offset, burn both cards, and replay the down. (Total 4)

“Blitz!” (Defense). 3rd down only! Lose 10 yards and loss of down. Card must be played after 3rd down run or pass is established to allow for draw/card play. *Result is loss of down. 4th down! (Total 4)

“Field Goal!” (Offense). Automatic Field Goal! 50-yards and in. *Defensive cards may not nullify Field Goal! card. (Total 4)

“Ice The Kicker!” (Defense). Add +1 to Home/Visitor field goal number on field. *Marker stays on original yard line. (Total 2)

“No Good!” (Defense). Use this card to disallow a “rolled” field goal. *May not be used on “Field Goal!” card. (Total 2)

“Big Hit!” (Defense) On a completion, roll 6, 7, or 8 to dislodge pass. Incomplete! if unsuccessful, it's a 1st down for opponent. *Offense may play “P.I.” and “Personal Foul on Defense!” cards on successful Big Hit! Incompletion. (Total 4).

“Sack!” (Defense). −20 yard loss from the line of scrimmage. Loss of down. Must play after a run or pass attempt. *Cannot be played on first down after kickoff return. (Total 2).

“Personal Foul on the Defense!” (Offense)—New set of downs for the offense at the line of scrimmage. *Personal Foul of the Defense! card can be played at the end of 3rd down, but not the start of 4th down. (Total 2)

“Hail Mary!”—(Offense)—Last snap of last possession—Visitor or Home—when behind or tied! Defensive die must NOT be a double and stay in for the pass. Offensive conflict die must leave play. One throw only. No other cards allowed. INT ends game. (Total 1)

“Onside Kick Bounce!” (Offense). Take one extra roll on failed onside kick “in progress.” (Total 1)

“Punt Return!” (Offense). Run back any punt. Doubles denotes “and running.” *May be used to run back a “Blocked Punt.” (Total 2)

“Blocked Punt!” (Defense). Turnover at the line of scrimmage. Defense recovers. First down! (Total 1)

“Big Hole!” (Offense). After a rolled run, offense may play “Big Hole!” card for extra yardage. Defense now rolls. +10 yard gain every time “doubles” is not rolled. Run stops on a TD or when “doubles” is rolled for a tackle. Cannot play on GL in any capacity. *6/6 fumble rule is in effect. (Total 4).

“Iron Curtain!”—(Defense). After defense rolls its “Goal Line Stance” total, play card to lock in the roll for the remainder of the series. Offense may play a pass card on Goal Line to avoid “Iron Curtain” defensive roll/posture. (Total 2).

“VACS!”—(Offense). Any caught pass can be run for extra “yards after the catch.” Runback rules apply for “and running.” (Total 2).

“Tip Drill!”—(Defense). Once an incomplete pass is thrown, leave incomplete football pass on field. Defense has three rolls to match football number. Set aside matching dice one or wo dice at a time. If successful, it is an interception! May play “INT Runback!” and/or “Pick 6!” to build the INT return. (Total 4).

“INT Runback!”—(Defense). Any intercepted pass can be run hack for extra yards by playing the “INT Run back” card! Runback rules apply for “and running.” (Total 2).

“Stiff Arm!”—(Offense). On Goal Line Stances, player may use “Stiff Arm!” to score on a TIED “total versus total” roll off. *Defense always rolls first to establish defensive posture. (Total 2).

“Doink! Good!”—(Offense). Any missed extra-point is now “good” with this card. It hit the cross bar and went through. (Total 2).

“Crowd!”—(Offense)—Play “Crowd!” card to prevent opponent from playing OR drawing any cards for one box possession. (Total 4).

“Waive It Off!”—(Offense)—Use “Waive It Off” card to “waive off” any defensive card played against offense. *Defensive card gets burned to the discard pile. (Total 4)

“Perfect Route!” (Offense)—When passing, the offense may play this card to re-roll their receivers to establish a better gap. *Both dice must be picked up and re-rolled. (Total 2)

“Coverage Sack!”—(Defense)—Pass plays only. Sack before the pass. Loss of down. Do not move marker back. *May not play P.I. card on Coverage Sack! Ball was never thrown. (Total 4).

“Pick 6!”—(Defense)—if a pass is intercepted, play “Pick 6!” card to run back for a TD ! * Defensive cards CANNOT stop a “Pick 6!” (Total 2)

“Automatic Fumble Recovery!” (Offense/Defense)—If a team fumbles, play this card to automatically recover the fumble. *Offensive recovery loses 20-yards and down. Defensive recovery loses −20 yards and opponent loses all cards. Turnover! (Total 2)

“Audible!” (Offense)—Once offensive roll is established, play “Audible!” card to re-roll offensive run or pass set-up. Must play second re-roll. That roll stands. *Cannot be used on GL, to prevent a fumble, or any re-kick. (Total 2)

“Fumble!”—Fumble! may be used on any offensive “6/1 run.” Fumble occurs immediately at the LOS. Recovery is “roll off” or “Automatic Fumble Recovery!” card only. −20 yard penalty/loss of down/card loss rules apply. *L.A. Truce and Tennessee Atomics are immune to “Fumble!” card and may not use it against opponent. *May trade in “Fumble!” card for new card, (Total 1)

“Interception”—interception! may be used on any incomplete pass. Turnover at the spot of the pick. *No offensive or defensive cards allowed before or after Interception! card is played. (Total 1)

“Pooch Punt!”—Any punt from “50-yard line and in” is automatically pinned on opponent's Goal Line. No cards can be played following a “Pooch Punt!” *Sack! card must wait one offensive down to avoid immediate safety on pin and change of possession. (Total 2).

As to the use of dice, a larger 30 mm execution “football die” 18 is also used for passes, punts, and kicks. Five dice in total, namely 14, 16, 18, are used for core dice play. Sample game play for the football embodiment of the present invention is set forth below. FIGS. 6A through 6OO shows strategy cards 20 for the example embodiment for pro football game play. This is another example of how the game of the present invention 10 can be carried out to provide additional interest during gameplay. Actual gameplay, in the example of football to illustrate the features of the game platform of the present invention, is discussed in detail below.

Player A chooses a team. Player B chooses a different team. In the example of football, the two players have 36 teams to choose from which imbue a “super power” built into the team, as noted above and indicated on each of the team tiles 24. Each football team has two 6-sided colored dice 14 or 16 which represent their team colors, as noted above. Continuing on from the example above with the two opposing teams of the New York Commission (two white dice with black pips 16) and the Baltimore Blue Crabs (two light blue dice with yellow pips 14) where the 30 mm (football) execution die 18 is used for passes, punts, and kicks for a total of five dice to be used in total for core dice play.

Cards to Start Game

Starting with the Home team, draw five cards 21 (every other) before game starts. Halftime offers three cards 21 each (every other). (8 cards 21 guaranteed). If opponent's have conflicting Momentum Offense! Or Momentum Shift! to start the game or half, roll off plays it first. When opponent is finished drawing, the other team may play their Momentum Offense! Or Momentum Shift! Cards 21. It should be noted that teams cannot hold more than eigth cards 21 at one time. They must discard excess cards 21 to bottom of deck.

How to Start/Play

In this example, player A installs the NY Commission end zone team game tile 24 piece at the end of the football hoard. Player B installs the Baltimore Blue Crabs end zone game tile piece 21 at the opposing end of the board. Once the deck of 90 strategy cards 20 is shuffled, the players receive five cards 21 a piece to start the game. Players also receive three cards 21 a piece at the half (halftime). On the score sheet 26, each team gets seven possessions (barring turnovers at the half or end of game). Players may accrue more cards 21 by rolling “doubles” during the course of play. Or, players may draw “Momentum Offense!” (take 3) cards 21 or “Momentum Shift!” cards 21 (steal from opponent).

To begin the game, a marker 28, such as a casino chip as seen in FIG. 1 , is placed in the end zone 30 for the “runback.” The visiting players (who starts first), rolls the appropriate two team dice 14 or 16 and subtracts the number for yardage. For example, if they roll a 6/2 with the two dice 14 or 16, this would be a 40-yard run back to the 30-yard line. This results in a first down. The field of play (football field) is made up of 11 yardline sections. For example, this includes a first goal line, 10, 20, 30, 40, 50, 40, 30, 20, 10, and opposite goal line for 11 in total. So, from the end zone 30, a 40-yard return moves the marker to the 30-yard line. It should be understood that if a double is rolled on the run back, team would run the yardage (4/4 is a 40 yard return) “and running.” The logic is successive rolls could result in a 100-yard return. Example: 6/6, 3/3, 4/1 will result in a touchdown.

At this point, Player A has the option to “roll the dice to establish a RUN or PASS” or bypass the roll and play an “Offense” card which most likely will be a “Screen Pass (10-yard pass attempt),” “Back to Pass (30-yard pass attempt),” or “Long Bomb” card (pass in the opponent's end zone 30 that is opposite to their opponent's end zone 30).

If Player A decides to roll the dice 14, 16, it will be either a “subtraction” (run), “doubles” (pass), or 6/6 (fumble). Most of the time, the Player will roll a subtraction (such as 5 and 3) which would be a 20-yard run. In the scenario above, the marker 28 would move from the 30-yard line (add 20-yards) from the 5-3 roll to the 50-yard line. It's now 2nd down. Player A may roll again. For example, a next roll of 6 and 5 would result in a. 10-yard run. Now, the ball is on the opponent's 40-yard line. It's now 3rd down.

Rolled Pass

An example of 4 and 4 would be a “40-yard pass attempt.” If this occurs, the offense who rolled the 4/4 must now “reroll” to establish the receivers. Next, the example, a 3 and 6 is rolled. Now, the defense rolls its two team dice 14 or 16 as appropriate to establish their defenders on the pass. The rule on offensive receivers is that the “gap is closed.” Meaning, the offense gap of 3 and 6 really means 3, 4, 5, and 6 is a catch when the oversized football is thrown. The defense dice (such as a roll of a 1 and 4) may NOT live in a tied dice or gap of the offense. So, for this purpose, the defenders “1” may stay in for the play, but the “4” must sit it out because it falls in the offensive gap of 3, 4, 5, and 6. To throw a pass, the offense picks up the 30-millimeter rounded football execution dice 18 and throws it. If the toss is a 1, it is intercepted by the defense. If the toss is a 2, it is incomplete (because not offensive or defensive die represents a 2 in this scenario). A toss of 3, 4, 5, or 6 is an automatic 1st down at the spot of the catch. Which for our purposes was at the Goal Line (40-yards down field). In terms of dice play only, the only way to establish a First Down is to catch a pass (in dice play).

Fumble

A roll of a 6/6 on 1st, 2nd, 3rd, or 4th down (or on the Goal Line both ways) is a fumble. To recover, it's total versus total on the re-roll between opponents. If tied, tie-breaker goes to kicker (highest dice). If recovered by offense, it's a 20-yard loss and loss of down. If the defense recovers, it's a 20-yard loss the other way and a turnover. First down results the other way. It should be understood that a fumble in the end zone (the appropriate one of the zones 30) at the Goal Line on defense may run the ball back with traditional runback rules (all or none). The result will be a 100-yard run back or failed run back after the fumble.

Field Goal

As can best be seen in FIG. 2 , the middle of the board is equipped with “large” numbers 32 and “smaller” numbers 34. The large number 32 is the total (at Home) and the small number 34 is the total (on Road) the player must roll to kick a successful field goal with three dice. Ex. If Player A (on Road) wants to kick a 40-yard field goal, they must roll a “9 or better” with three dice 14 or 16 and 18, A successful kick is a “9 or better” with the top two dice (of the three dice rolled—which is the team dice and football die together.) The rule-inside-the-rule is the Player may NOT roll a “straight” (Ex. 123, 234, 345, or 456). However, any 3-of-a-kind rolled (Ex. 111, 222, 333, 444, 555, and 666) in one roll is an automatic field goal that cannot be stopped by card. For a “9 or better,” a 6, 5, 1 would be a successful field goal. Top two dice 6+5=11 which is “9 or better.”

Other notable rules of the present invention are Goal Line Stance. This is when the offense lands directly on the Goal Line (Red Zone). The rule is “total versus total”—“ties go to the defense.” Defense always rolls first. The offense must beat that roll without rolling a tie (in dice play). (Ex. Defense rolls a “7.” Offense rolls at “5.” It is LOSS OF DOWN. To the contrary, the defense rolls “7” and offense rolls a “10,” it is a TOUCHDOWN. If defense rolls a “7” and offense rolls a “7,” it is a STOP and LOSS OF DOWN. It should also be noted that if offense rolls a double below the defensive total, they may opt to pass in the end zone (use traditional method) or “throw the ball away” which would be loss of down.

Punting

If the player bypasses “going for it (such as a touchdown or field goal), they may roll the football execution die 18 and mark off the yard marker 28 the amount for a punt. Ex. It's 4th down on the 50-yard line. Player punts by rolling the football execution die 18. Ex. 4, The marker 28 would move from the 50 to 40 to 30 to 20 to the 10-yard line. Turnover. It's not the opponent's turn. A “Touchback” from a punt starts at the 20-yard line.

Overtime

Overtime play starts at opponent's 40-yard line with dice play only and no strategy cards. If a touchdown is scored, the player must go for two. If tied, the opponents swap sides until result denotes a winner.

Overall

The seven possessions per team is designed to establish a realistic football score. The average score can range from 20 points to 70 points in total. Most likely, the scores average in the 40s and 50s. It should be understood that the above-mentioned is mostly “dice play” or “core game play” which does not take into consideration the innumerable combinations on card play based on the scenarios of the dice, down, and situational game play. It is the delicate balance of dice rolling (random) and card play (strategy) which make up the unique game play of the present invention.

The sports shown and discussed herein are only examples. Thus, the game system and method 10 of the present invention can be implemented in any sport, whether it be professional, college and other non-professional leagues. Fictional sports leagues can be used or, with the appropriate licensing, known sports leagues, such as the National Football League, Major League Baseball, and the like can be used as the teams for the game of the present invention. Whether fictional or real teams are used, the system and method of the present invention remains the same.

For different sports, the same core concepts of the present invention are applied to that different sport. For example, the principles and concept of a football pass can be applied to a pass of the puck in hockey or a pass in basketball using analogous strategy cards and dice play, as outlined in the game specific rules summaries included herein. Also, specialized team tiles 24 in football might be related to a pump fake while team tiles 24 in other sports would have analogous game elements. For example, a team tile 24 in hockey might be related to penalties or a team tile 24 in basketball might be free throws or technical fouls.

It should also be understood that the core gameplay for Pro Football, for example, can be on a game board with dice only. However, it is preferred that the present invention provides other “agency” or strategic strategies which would enhance game play. For example, in football, if someone kicked a successful “rolled” field goal, a “No Good!” card may be provided which nullified a rolled field goal for added game play and interest. New and different cards 20 may be provided to enhance or change game play, as desired. For example, the Pro Football implementation of the invention preferably has 40 different cards (90 cards in the deck).

As discussed above, the sports game simulation system and method 10 of the present invention is well-suited for digitization so the invention can be implemented on digital devices, such as mobile phones, tablets, personal computers, and even casino-specific gaming machines, any of the foregoing may be network connection either on a private network or via the Internet. Therefore, it is envisioned that the game play of the present invention 10 may be digitized (from board game to mobile/tablet/computer, and the like) to provide an engaging version for casual and gambling purposes. It is further possible that the games are available for gainers to play head-to-head for money, a tournament setting, or against the computer (either casually or gambling). Such a digitized game play can use sophisticated artificial intelligence (“AI)” for enhanced game play, which will provide the added capability to, for example, set the point spread, price, or odds based on the two teams chosen. The present invention provides a balance of random dice rolling and card strategy that is not available in currently known sports game simulations. Therefore, the game play of the present invention 10 allows two opposing players a “fair match” regardless of skill level or sports expertise. This is not possible in known simulation games. This is possible because the margin of advantage isn't too far (from skill) and (from luck). As an example, gambling on chess would not be fair online because of skill while gambling on random dice play wouldn't be fun because it is dependent on luck of the roll. The sports game simulation system and method of the present invention uniquely allows the user to have enough confidence to outplay their opponent with skill while the random nature of dice rolling (either physical or virtual) will keep every game fair and unpredictable.

While there is shown and described herein certain specific structure embodying the invention, it will be manifest to those skilled in the art that various modifications and rearrangements of the parts may be made without departing from the spirit and scope of the underlying inventive concept and that the same is not limited to the particular forms herein shown and described except insofar as indicated by the scope of the appended claims. 

What is claimed is:
 1. A sports game simulation, comprising: a game board simulating a game environment for a sport having two opponents; at least one die for random selection of a number; strategy cards representing game play elements; team tiles representing unique abilities for each of the two opponents; combining random selection of a number using the at least one die, the strategy cards and the team tiles to simulate game play of a sport.
 2. The sports game simulation of claim 1, wherein the game simulation is either a physical game or electronically digitized.
 3. The sports game simulation of claim 1, wherein the sport is selected from the group consisting of: football, hockey, basketball, baseball, mixed martial arts and soccer.
 4. The sports simulation of claim 1, wherein the at least one die is a pair of dice for each of the two opponents and an execution die.
 5. The sports simulation of claim 1, wherein the game board includes a recess for receiving the team tiles in different locations corresponding to each of the two opponents.
 6. The sports simulation of claim 1, wherein values of rolled dice of both components are compared to one other for gameplay action.
 7. The sports simulation of claim 1, wherein each opponents has a fixed number of turns or possessions in each game event. 